Gaming and the Virtual Sublime : Rhetoric, Awe, Fear, and Death in Contemporary Video Games

Saved in:
Bibliographic Details
Title: Gaming and the Virtual Sublime : Rhetoric, Awe, Fear, and Death in Contemporary Video Games
Description: Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the'virtual sublime'as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment. Through a detailed examination of the history of the sublime, from pseudo-Longinus'jigsaw puzzle of the sublime in rhetoric, through the eighteenth-century obsession with beauty and terror, past the Kantian mathematical and dynamical sublime, all the way to Lyotard's'unpresentable event'and Deleuze's work on chaos and rhythm, this book road-tests these differing components in a far-reaching exploration of how video games - as virtual spaces of affect - might reshape our opportunities for sublime experience. Using playthroughs, developer diaries, forums discussions and contemporaneous reviews, and games ranging from the heartbreak of That Dragon: Cancer through to the abject body-horror of Outlast (with a dash of Tetris in-between) are discussed in terms the experience(s) of play, their design and their co-creation with gamers with a specific focus on rhetoric and narrative; awe; fear and terror; death and boredom. Written in an engaging and accessible style, this book is a must-read for philosophers, scholars, and those interested in games and popular culture more broadly.
Authors: Matthew Spokes
Resource Type: eBook.
Subjects: Sublime, The, Video games--Philosophy
Categories: COMPUTERS / Virtual & Augmented Reality, GAMES & ACTIVITIES / Role Playing & Fantasy, PHILOSOPHY / Aesthetics
Database: eBook Collection (EBSCOhost)
FullText Links:
  – Type: ebook-pdf
  – Type: ebook-epub
Text:
  Availability: 0
Header DbId: nlebk
DbLabel: eBook Collection (EBSCOhost)
An: 2390168
RelevancyScore: 1097
AccessLevel: 6
PubType: eBook
PubTypeId: ebook
PreciseRelevancyScore: 1096.64697265625
IllustrationInfo
ImageInfo – Size: thumb
  Target: https://rps2images.ebscohost.com/rpsweb/othumb?id=NL$2390168$PDF&s=r
– Size: medium
  Target: https://rps2images.ebscohost.com/rpsweb/othumb?id=NL$2390168$PDF&s=d
Items – Name: Title
  Label: Title
  Group: Ti
  Data: Gaming and the Virtual Sublime : Rhetoric, Awe, Fear, and Death in Contemporary Video Games
– Name: Abstract
  Label: Description
  Group: Ab
  Data: Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the'virtual sublime'as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment. Through a detailed examination of the history of the sublime, from pseudo-Longinus'jigsaw puzzle of the sublime in rhetoric, through the eighteenth-century obsession with beauty and terror, past the Kantian mathematical and dynamical sublime, all the way to Lyotard's'unpresentable event'and Deleuze's work on chaos and rhythm, this book road-tests these differing components in a far-reaching exploration of how video games - as virtual spaces of affect - might reshape our opportunities for sublime experience. Using playthroughs, developer diaries, forums discussions and contemporaneous reviews, and games ranging from the heartbreak of That Dragon: Cancer through to the abject body-horror of Outlast (with a dash of Tetris in-between) are discussed in terms the experience(s) of play, their design and their co-creation with gamers with a specific focus on rhetoric and narrative; awe; fear and terror; death and boredom. Written in an engaging and accessible style, this book is a must-read for philosophers, scholars, and those interested in games and popular culture more broadly.
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Matthew+Spokes%22">Matthew Spokes</searchLink>
– Name: TypePub
  Label: Resource Type
  Group: TypPub
  Data: eBook.
– Name: Subject
  Label: Subjects
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Sublime%2C+The%22">Sublime, The</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games--Philosophy%22">Video games--Philosophy</searchLink>
– Name: SubjectBISAC
  Label: Categories
  Group: Su
  Data: <searchLink fieldCode="ZK" term="%22COMPUTERS+%2F+Virtual+%26+Augmented+Reality%22">COMPUTERS / Virtual & Augmented Reality</searchLink><br /><searchLink fieldCode="ZK" term="%22GAMES+%26+ACTIVITIES+%2F+Role+Playing+%26+Fantasy%22">GAMES & ACTIVITIES / Role Playing & Fantasy</searchLink><br /><searchLink fieldCode="ZK" term="%22PHILOSOPHY+%2F+Aesthetics%22">PHILOSOPHY / Aesthetics</searchLink>
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=nlebk&AN=2390168
RecordInfo BibRecord:
  BibEntity:
    Classifications:
      – Code: 794.801
        Scheme: ddc
        Type: prePub
    Languages:
      – Code: eng
        Text: English
    Subjects:
      – SubjectFull: Sublime, The
        Type: general
      – SubjectFull: Video games--Philosophy
        Type: general
    Titles:
      – TitleFull: Gaming and the Virtual Sublime : Rhetoric, Awe, Fear, and Death in Contemporary Video Games
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Matthew Spokes
      – PersonEntity:
          Name:
            NameFull: Matthew Spokes
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 01
              Type: published
              Y: 2020
            – D: 17
              M: 08
              Type: profile
              Y: 2020
          Identifiers:
            – Type: isbn-print
              Value: 9781838674328
            – Type: isbn-electronic
              Value: 9781838674311
            – Type: isbn-electronic
              Value: 9781838674335
          Titles:
            – TitleFull: Gaming and the Virtual Sublime : Rhetoric, Awe, Fear, and Death in Contemporary Video Games
              Type: main
ResultId 1